E.P.T.C Next Generation

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Snake

Snake is a super heavyweight character, despite not being as large as the other super heavyweights. His very high (third heaviest in the game) weight along with his great momentum cancelling abilities make him one of the most difficult characters to KO, especially vertically. He is well known for his strong, quick tilt attacks and his neutral jab combo. His best killing move is his up tilt due to its power, speed, and large disjointed hitbox, rather than one of his smash attacks (while his forward smash can KO at very low percentages, it is one of the laggiest smashes in the game). Snake's forward tilt is also a good KO move because it has the knockback, range, and damage of a smash attack with the speed of a tilt attack.It can also be used to trap oppoents with its massive hitstun, allowing for combos, or an up smash. A Snake with good directional influence (DI) will usually not get KOed until around 150% or even as high as the mid-200% against most characters (except powerful characters like Donkey Kong) outside of meteor smashing him out of his Cypher. Snake is also known to have the lowest crawl in the game and is able to dodge spammable projectiles. He also has the most projectiles in the game (five), and a variety of edge-guarding techniques, including C4, the Nikita Missile, Claymore Mines, his Fair meteor smash, and his Bair. His Hand Grenade can be used for camping, the effectiveness of which can be increased by shield-dropping the grenades then picking them up to throw them with more strength, though unlike other explosives, they do not detonate on contact. They can be used defensively by holding one until it's about to detonate, then shielding just before it goes off. The explosion will damage anyone nearby but not Snake, so it's useful for stopping approaching opponents and then launching a counter-attack. His Up smash, the mortar, has the greatest vertical reach of any attack in the game. In addition, the up smash is also known to have a great Smash-Boost that makes Snake cover a lot of distance very quickly, compensating for his slow dash speed while at the same time releasing a projectile ( http://eptcnextgen.forumotion.com/help-guide-section-f39/dacus-t224.htm#4818 ). His C4 has a variety of applications, aside from placing it on the stage itself as a defensive move, as it can be used in team battle to create a "suicide-bomber" (where the C4 is placed on a teammate like a Gooey Bomb), as well as being used on Snake himself to regain his recovery move, the Cypher.

On the down side, Snake has a fast falling speed, making him juggled by ground attacks fairly easily. He is also fairly vulnerable to the major chain grabs (Falco and Dedede) because of his heavyweight and quick falling speed. Other problem areas are aerial attacks and recovery. Although all of his aerials deal both high damage and knockback, they have long ending and landing lag, in particular his neutral, forward, and down air attacks, as these a large amount of time to complete and can easily lead Snake to his death if there is no ground beneath him. The Neutral and Down Aerial can also be escaped by players with good Smash Directional Influence and/or Quarter-Circle Directional Influence, which prevents him from getting the last hits on the attacks with strong knockback while also leaving him open for punishment. Snake also has the slowest ground jump in the game (10 frames slow). With the disadvantages of having a fast falling speed, very slow ground jump and long start-up, ending, and landing lag on his aerial attacks, Snake has one of the worst aerial games (although his aerials themselves are stronger than his tilts) which makes him vulnerable to counter-picking on stages like Rainbow Cruise and Norfair where he is forced to attack in the air. In recovery, while he can plant C4 to make his recovery nearly infinite, its slow and predictable nature leaves him vulnerable to meteor smashes when recovering from below. It is common for professional Snake players to have good Directional Influence, as this increases Snake's longevity exponentially. Also, grab releasing him (even with special grabs such as Wario's Chomp) after he's used his Cypher but before he's landed on the stage does not make him regain his Cypher recovery, as these moves do not cause flinching and his Cypher doesn't put him in a helpless state. Forced air releases against Snake after using Up b can be survived by using a C4 but if the opponent grabs the Cypher, they'll take 2-6% damage but will make Snake fall without his Cypher, with too little time to pull out a C4 recovery in almost all non-banned stages.

Overall, Snake is a very powerful character. He is very hard to KO, has many options to stop aproaches, and aproach himself, and can score a KO while on the other side of the stage. However, if played right, he can be very easily gimped while recovering, and easy to combo. These are his only major drawbacks.